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→included wizard's advantage of reading spellbooks.
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* Wizards start with several magic items - useful for exploring what items exist in the game and what they do. Some Wizards start with junk (a scroll of destroy armor and a potion of sickness would both harm you if you used them) while some start with good items. | * Wizards start with several magic items - useful for exploring what items exist in the game and what they do. Some Wizards start with junk (a scroll of destroy armor and a potion of sickness would both harm you if you used them) while some start with good items. | ||
** Some Wizards start with a magic marker - try using it on blank scrolls and blanks spellbooks to write new ones. | ** Some Wizards start with a magic marker - try using it on blank scrolls and blanks spellbooks to write new ones. | ||
**As well, when a wizard tries to read a spellbook that is too high of a level for them to read it successfully, they will get a warning and opportunity to stop. When other roles try to read a higher level spellbook, they can be both paralyzed and teleported, which will almost always result in your death, if only being nibbled to death by a newt. | |||
* Healers start with a stethoscope, which is handy for checking the state of health of a monster. (When adjacent to the monster, press {{kbd|A}}, select your stethoscope, then give the direction of the monster.) Note, though, that Healer is one of the most difficult classes. | * Healers start with a stethoscope, which is handy for checking the state of health of a monster. (When adjacent to the monster, press {{kbd|A}}, select your stethoscope, then give the direction of the monster.) Note, though, that Healer is one of the most difficult classes. | ||
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